the reason Lemmings was so compelling to me is that I like being 'locked' from just selecting levels at any time until a map is beaten, and also having no way of cheating myself through it... I like the feeling of 'If I want to progress, the only way is to play. Does anyone else actually completely understand what I am getting at, or think it's silly?
I totally understand this. I think it's similar to wanting to play the game without Framestepping/Skill Shadows/other player-assists: it's a different sort of challenge, and adds another dimension to the game.
Removing the need to execute a perfect builder placement, for example, or indeed beat a level in order to progress to the next, removes a valid part of the game's aesthetic, and therefore removes a reason to enjoy it. However much it may serve the game's other aspects, some players are undoubtedly going to notice the absence of these things.
It's ok to say that you just want it more like Lemmings, then at least you make it clear and honest that the problem for you is primarily Lix not evoking enough of the nostalgia you'd like to have when playing any lemmings-like games, versus other possible reasons.
It's not always about nostalgia - sometimes it's simply about "no - don't get rid of that, that's a
good part of the game!"
Since this will always be subject to debate, it's easy for people to back up an argument to
remove certain elements of the game by claiming that any argument to
keep that element is merely related to nostalgia. I've encountered this a number of times, and it's very rarely the case. I don't play NeoLemmix, SuperLemmini or Lix for nostalgia - I've got the Amiga emulator for that.
If I make a suggestion for any of the modern engines, it's because I genuinely think they will improve that engine!In the case of Lix, for instance, it's more that being presented with an end-of-level screen including options to return to menu or progress would genuinely be a preferable UI experience than always going back to the main menu each time. Not because Lemmings does this, but because it's a useful and enjoyable game experience. Anyways, probs best to continue this particular discussion
here.
More generally, most games do something to celebrate the user's success; even the games that don't have a separate screen or dialog, will generally still enact some "end-of-level sequence" (like Mario with the flagpole and entering the castle and sometimes fireworks, in Super Mario Bros 1)...
Ultimately different people will also feel differently. For some people, the mere fact that they finally solved the level, or finally got some improved solution or challenge to work out, is plenty enough satisfaction, they don't need the game to then go out of its way to stop and congratulate.
I like being congratulated, particularly if it was a difficult level! Lemmings is a game which has a lot of potential to take on the flagpole-and-fireworks idea. At the very least, it's good to see the stats and reflect on your performance. Lemmings needs it downtime, as well: it can be quite an intense game.
One idea I've had is that the end-of-level screen could involve a gif animation of the Lemmings/Lixes arriving home, maybe having a picnic, or a party, or a rave, whatever! Maybe there could be different ones on some sort of rotation. This could, of course, accompany the usual stats/what-to-do-next options.
I certainly agree with ccx that number of clicks is absolutely not a factor for this sort of thing. Sometimes, I'm in no rush to move on to the next level and I might even just close the game screen and do something else. Other times, I'm in a hurry to move on and I spam click to get through the screens! (This is perhaps more relevant to the Amiga version, which takes its sweet tie loading the screens and moving on at its vintage pace.......!)